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CrowdControl/Assets/Feel/FeelDemos/_Common/Scripts/FeelDemosInstructions.cs

57 lines
1.7 KiB
C#

1 month ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using MoreMountains.Tools;
namespace MoreMountains.Feel
{
/// <summary>
/// This class handles the instruction texts that appear in the Feel demo scenes
/// </summary>
public class FeelDemosInstructions : MonoBehaviour
{
[Header("Bindings")]
/// a text component where we'll display instructions
public Text TargetText;
/// the delay, in seconds, before instructions disappear
public float DisappearDelay = 3f;
/// the duration, in seconds, of the instructions disappearing transition
public float DisappearDuration = 0.3f;
[Header("Texts")]
/// the text to display when running the demos on desktop
public string DesktopText = "Press space to...";
/// the text to display when running the demos on mobile
public string MobileText = "Tap anywhere to...";
protected CanvasGroup _canvasGroup;
/// <summary>
/// On Awake we detect our platform and assign text accordingly
/// </summary>
protected virtual void Awake()
{
#if UNITY_ANDROID || UNITY_IPHONE
TargetText.text = MobileText;
#else
TargetText.text = DesktopText;
#endif
_canvasGroup = this.gameObject.GetComponent<CanvasGroup>();
StartCoroutine(DisappearCo());
}
/// <summary>
/// A coroutine used to hide the instructions after a while
/// </summary>
/// <returns></returns>
protected virtual IEnumerator DisappearCo()
{
yield return MMCoroutine.WaitFor(DisappearDelay);
StartCoroutine(MMFade.FadeCanvasGroup(_canvasGroup, DisappearDuration, 0f, true));
yield return MMCoroutine.WaitFor(DisappearDuration + 0.1f);
this.gameObject.SetActive(false);
}
}
}